using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

// Meus namespaces;
using Avaliacao.Scenes;

namespace Avaliacao
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        MouseState mouse, last_mouse;
        KeyboardState keyboard, last_keyboard;

        public enum GameStates { INTRO, MENU, CREDITS, CONFIG, EXIT, GAME_OVER, THE_END, IN_GAME, PAUSE };
        public enum GameLevels { LEVEL_1, LEVEL_2 };
        public static GameStates current_state;
        public static GameLevels current_level;

        public static Texture2D grass;
        public static Texture2D road;

        TowerManager tower_manager;
        Menu menu;
        Intro intro;
        Level_1 level_1;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            IsMouseVisible = true;
            Window.Title = "Tower Defense XNA";
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.ApplyChanges();

            //Imagens de fundo
            grass = Content.Load<Texture2D>("Backgrounds/grass");
            road = Content.Load<Texture2D>("Backgrounds/road");

            current_state = GameStates.MENU;
            current_level = GameLevels.LEVEL_1;

            tower_manager = new TowerManager(Content, Window);
            menu = new Menu(Content, Window);
            intro = new Intro(Content, Window);
            level_1 = new Level_1(Content, Window, tower_manager);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            keyboard = Keyboard.GetState();
            mouse = Mouse.GetState();

            switch (current_state)
            {
                case GameStates.INTRO:
                    intro.Update(gameTime, keyboard, last_keyboard, mouse, last_mouse);

                    break; //case INTRO
                case GameStates.MENU:
                    menu.Update(gameTime, keyboard, last_keyboard, mouse, last_mouse);

                    break; //case MENU
                case GameStates.IN_GAME:

                    switch (current_level)
                    {
                        case GameLevels.LEVEL_1:

                            level_1.Update(gameTime, keyboard, last_keyboard, mouse, last_mouse);
                            
                            break;
                    }

                    break; //case IN_GAME

            }
            
            last_keyboard = keyboard;
            last_mouse = mouse;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            switch (current_state)
            {
                case GameStates.INTRO:
                    intro.Draw(gameTime, spriteBatch);

                    break; //case INTRO
                case GameStates.MENU:
                    menu.Draw(gameTime, spriteBatch);

                    break; //case MENU
                case GameStates.IN_GAME:

                    switch (current_level)
                    {
                        case GameLevels.LEVEL_1:

                            level_1.Draw(gameTime, spriteBatch);

                            break;
                    }

                    break; //case IN_GAME
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
